Henry
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A'koss said:As a DM, you can handwave overland travel time if you want to avoid having to play it out, and you can use that portal the legion of Orcus worshippers were opening to springboard adventures into the Abyss or what-have-you. Personally, I see it as a win-win for the game.
This is kind of the opposite problem to the whole "mystical vs. nonmystical warrior" debate going on in another thread - it's taking something away to avoid plot problems, as opposed to adding something in to enhance player options and fun. From my perspective, there are as many adventure springboards to teleport as written as there are to limiting teleports -- Simultaneous objectives, teleport diversions, physically impassible locations, and enemy intelligence-gathering, to name a few.
One of the largest complaints we see is the all-seeing, all-knowing plot device wizards who can just pop in to save the day any time they choose. Yeah, it's taking away toys they had in the past but I think it's well worth it - whether you simply retcon it as always being this way or have some FR-style event to alter how magic works.
Will the players enjoy it, though? (I'm reminded of the note on the last podcast about players grumbling when broken stuff is taken away.) Some players will; other players will be annoyed that magic can bend physics, create matter from nothing, rearrange terrain, but it can't move people from one place to another in an instant - and worse, knowing that the rules used to, but don't anymore.